Weapon
Rare
Mods
Accessories
Barrel
Gas Piston
Magazine
Stock
Magazine Size: 12 (each D12 counts as one shot)
Fire Modes: 4d12 (Burst), 2d12 (Controlled Burst), 1d12 (Single Shot)
Cartridge: Rifle
Special Maneuvers
Aimed Shot - Fire one AP IV shot (1d12) with a +10 bonus to hit as an attack before moving on your turn.
Called Shot - Designate a specific body part to hit as an attack and deal specific conditions to the target. Once you have successfully made an attack using this maneuver, you may use it again after finishing a short or long rest.
Torso: The target is dazed until the start of your next turn
Arms: You impose disadvantage on all attacks made by the target until the start of your next turn
Legs: You hamstring an opponent and reduce their movement by half until the start of your next turn
Controlled Burst - Fire 2 shots instead of 4 with a bonus of +5 to hit as an attack.
Set Up Emplacement - Before moving on your turn, while you are behind cover or prone, use your Bonus Action, then spend all of your remaining movement to give yourself Advantage on your attacks for as long as you are stationary, against targets beyond the cover used. You may drop prone without spending your movement to perform this maneuver. Once you have used this maneuver, you may not use it again until you finish a short or long rest.
Special Properties:
Armor Piercing III
Computerized Assist Scope - Bonus of +10 to hit at ranges greater than 60 feet
Heavy - Small users have disadvantage on attack rolls with this weapon unless the Set Up Emplacement maneuver has been used.
Smart Target Assist - When you miss on an attack roll with this weapon, you may make a second burst attack roll against the same target without your Proficiency Bonus. You may do this once per turn.
Thermal Vision - This weapon comes with a special thermal sight that allows you to see hot and cold targets regardless of visibility, both living and nonliving, through its scope.
Wallbanger - This weapon bypasses Cover and ignores Shields.
Loading: Uses a bonus action to fast reload (involves dropping the magazine to pick up later), requires a full action to reload
Jamming: On a critical failure, roll a 1D12, if it lands on a 2 or less, the weapon is jammed and requires a bonus action (D&D5E) or an action point (PF2E) to clear the jam
Handling: 2-handed
A paraktian-designed, computerized, semi-automatic sniper rifle with a free-floating barrel and incredible accuracy. Its effective range extends well beyond half of its maximum range, and its stability enhances shots substantially. It is intended to pierce cover without consequences. The added weight of the scope and its electronics makes the weapon heavy and fairly cumbersome to utilize. It is named after an ancient paraktian king whose name was frequently used in their mythos.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
4d12 (Burst), 2d12 (Controlled Burst), 1d12 (Single Shot) |
Piercing |
540/720 |
Weight: 25lbs